// Uniforms
//uniform float verts[4032 * 8];
//uniform float texCoords[665 * 2];
//uniform int modelA;
//uniform int modelB;
//uniform float weight;

attribute vec3 in_Position;
attribute vec2 in_TextureCoord;

varying vec2 v_vTexcoord;

void main()
{
    vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
    
    v_vTexcoord = in_TextureCoord;
}

//######################_==_YOYO_SHADER_MARKER_==_######################@~//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;

void main()
{
    gl_FragColor = texture2D( gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y) );
    //gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}

